Thanks Shiu. I was aware of this ( in cocos2dx ), but I was wondering if Spine could handle it. Something like
// Instead of :: SkeletonData_findBone(mySkeleton->skeleton->data,"head")->rotation = 180; // rotate 180 degrees
SkeletonData_findBone(mySkeleton->skeleton->data,"head")->rotationtime(180,10); // rotate 180 degrees over 10 seconds
Doing it in "tick" or "render" method, will put a lot of load when there are many bones to rotate over a number of skeletons in one scene.
thanks,
Best Regards,
Mayank
Another way could be , I create an 'animation' in spine and name it , lets say "rotate". In this animation I always rotate by 30 degrees.
Now in code, if I can access this "animation" and change the value of rotation required, then it will be achieving the same thing. Then I can "tweak" the angle at run time.
Is that possible ? To change the values of an "animation" at runtime ?